[sampler 0] filter linear linear linear address clamp clamp clamp [texture 0] size (2, 2) levels 2 1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0 0.0 0.0 1.0 0.0 [vertex shader] void main(out float2 tex : texcoord, inout float4 pos : sv_position) { tex = pos.xy; } [pixel shader] sampler s; Texture2D t; uniform float bias; float4 main(float2 coord : texcoord) : sv_target { /* Choice of initial mipmap level is hardware-dependent, and in practice * varies too much to be reasonably covered by ULPS. Quantize instead. */ return floor(t.SampleBias(s, coord, bias) * 10); } [test] uniform 0 float4 6.5 0.0 0.0 0.0 todo(sm>=6) draw quad probe all rgba (10.0, 0.0, 10.0, 0.0) uniform 0 float4 7.5 0.0 0.0 0.0 todo(sm>=6) draw quad probe all rgba (4.0, 0.0, 10.0, 0.0) uniform 0 float4 8.5 0.0 0.0 0.0 todo(sm>=6) draw quad probe all rgba (0.0, 0.0, 10.0, 0.0)